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Busta_Chrymes [2859467] Level 99 Gooderfellas GFM Crime Lord

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RW Weapon Bonuses Reference Guide · · 360 likes

Weapon bonuses
*Updated: Mar, 2026 finishing hit patch, bonus damage calculator

*Updated: Feb, 2026 to reflect patch to puncture

*Updated: Jan, 2026 - bonus ranges adjusted

*Edited: Corrected several mistakes and clarified language where possible.
** Note: I was originally going to incorporate comments into the body of the text, but only did so to correct factual mistakes. There is a lot of good advice in the comments (special shoutout to Kumo for an epic knowledge drop!) and I highly recommend reading those. If you are interested in a particular bonus, use the find function in your browser to get all the information that people have contributed. It'll be worth your time, I promise!

------

 

**Link to my bonus damage calculator: https://busta-chrymes-damage-bonus-calculator.base44.app/Wiki *


This guide:
I made this guide to consolidate information about RW weapon bonuses. My purpose is to make a reference that is good for all levels of players, and allows for differing situations. I will give examples of when a weapon is usable, what weapons the bonus is good on (or not) and possible synergies. Part of what makes Torn fun is that you can craft your own combinations and adapt different strategies based on your goals, your stats, or your situation. This guide is made to assist you in your decision-making process.

Disclaimer:
This is meant as a general reference. I would recommend either Mug’s list or TheMightyThor’s list if you want expert advice on which weapons are best and why. 

Bonuses:
Some quick basics about weapon bonuses:
- Not every bonus is available on every weapon. The ‘eviscerate’ bonus only appears on shotguns, piercing and slashing weapons.
- Some weapons have two bonuses, but a vast majority will have only one.
- Bonuses have varying potencies. For example, if a bonus increases damage it might give a 20% increase, or a 59% increase. There is a limit to the range, determined by the rarity (denoted by color; yellow/orange/red) of the weapon.

Differing situations:
The assassinate bonus, which gives a large increase on damage but must be used on the first turn of battle can be great or horrible, depending on your build and how you use it. For example, if you generally ‘punch up,’ assassinate won’t be as effective even with a trigger mod since you might be outstatted and there are plenty of dex mains out there. So unless you are a speed main (is that even a thing?), you will need to lower the enemy’s speed using temps, etc.
But are you into mugging people who are lower level than you, and you want the fight to end quickly before the stealth bar runs out? Maybe an assassinate QSZ with a suppressor is the key. Are you joining team fights where the enemy has high levels of distraction? Or are you getting teamed up on a lot? – Assassinate procs on the first hit against each person attacking you making it a beast on defense against groups. And how does this weapon fit in with the rest of your loadout? Do you already have a red eviscerate? These are all things to consider when choosing your weapons.

Analysis:
All analyses are written with yellow rarity in mind. There are two reasons for this. The first reason is that a vast majority of RW weapons are yellow rarity. Higher rarities are not only just that, they are also sold less on the market because people tend to keep them, pulling them largely out of circulation. The second reason is that this guide is meant to be as beginner-friendly as possible. If you can afford a red revitalize weapon, you can probably figure out what to do with it on your own.

Acknowledgements:
I have a great amount of respect for all of the guides before this one, and I have liberally taken ideas from those guides and added them here. I feel that a lot of the information could generally be considered “public information” similar to common wisdom and except for a couple instances, will not write down references or names to avoid clutter. (And besides, I’m not submitting this to a scientific journal or anything). But I do want to give credit where credit is due, so here are the people who are much cleverer and better at maths than I ever will be. This guide is due to the experience and wisdom of the Torn player base, specifically (and in no particular order):
Proxima, Andyman, Razoriel, Kumo, _Scofield_, Toxic, Ryukendo, TheMightyThor, Mug, Nihilisticcat, Indycision, Oran, Exca314, Sugarhigh, Flare, Anis, 1SolidKeeper, dakoolnoob, 7631012, Weav3r, Heisenberg, Kalends, and xilh. I’m sorry if there’s anyone I missed mentioning, if you feel there is information that you had originally submitted that landed in here, please be sure to mention that in the comments and I will add your name to the contributions.


Further reading:
dakoolnoob's RW Cache and Advanced Weapon Ranges | Tutori… (torn.com)

mug's Legendary Guide | Vanguard update | Tutorials & Gui… (torn.com)

Thor's ULTIMATE DAMAGE TIERLIST [Version 2.0] | Tutorials… (torn.com)

 

Wiki Issues - Page 141 | Bugs & Issues | TORN (Values for bonus ranges)

How the information is organized:


Name of bonus

Effect (taken directly from the wiki)

Weapons the bonus can spawn on

(taken from wiki)

Yellow

Proc/efficiency rates by rarity (taken from wiki)

Orange



Red



Facts:

Facts about the bonus – Many of these facts are from either the wiki, or from questions people have asked on the forums.

Analysis:

My personal analysis of the weapon, although I tried to be as neutral as possible.

The sign at the beginning points to whether it’s a positive (+), neutral (/) or negative (-) point.

Synergies:

Possible combinations, mods, weapons or bonuses to consider when buying this weapon, also separated by positive (+), neutral (/) or negative (-) points.





--------------------------------------------------------------------



Achilles

Increased foot damage (%)

Rifles, shotguns, submachine guns, pistols, clubbing, piercing, slashing

Yellow

50-74%

Orange

75-100%

Red

113-169%

Facts:

The chance of hitting the opponent’s foot is roughly 8.8%.

Damage is 0.7x base damage (whereas the leg is 1.0x, chest is 2.0x)

Analysis:

+ It’s usually the cheapest of all RW weapons.

+ All RW weapons are high quality, so it’s like a slightly stronger version of vanilla weapons you already love.

- This is a hugely unpopular bonus; at yellow, attacks on the foot will barely hit harder than normal attacks on the legs and arms.

- If this is the only RW weapon you can afford, you should spend your money elsewhere. If you can afford a better weapon, you should buy that one instead.

Synergies:

/ You need this on a strong weapon.

- Doesn’t particularly combine well with other weapons.

- Loses effectiveness when critical hit chance goes up.






Assassinate

Increased damage on first turn (%)

Rifles, Pistols, Piercing

Yellow

50-70%

Orange

70-100%

Red

100-148%

Facts:

This bonus only applies to the very first turn of the battle, not the first time you use the weapon.

If you are defending against a group, it will proc for the first attack against each person.

Analysis:

+ The damage increase is very high compared to other bonuses.

/ On defense, you need to make sure the weapon attacks first. The best way is to set the attack percentage at 100 and turn reloads off, while putting other weapons at either 1-2%.

- After the first attack, the weapon is equivalent to a high-quality vanilla weapon.

- Not good against people with higher dex than your speed; if you want to attack stronger players, you will need to pre-roll needles or join a group attack.

Synergies:

+ Combines well with weapon trigger mods which increase accuracy on the first turn by 5.00 or 7.50.

/ The bonus requires a weapon with high accuracy and damage, but not necessarily a lot of ammo. This makes the Cobra Derringer a perfect candidate on defense, and if you are expecting to switch to a different weapon.

- Doesn’t combine well with eviscerate





Backstab

Chance (X%) of double damage when opponent is ‘distracted’

Piercing

Yellow

30-43%

Orange

37-64%

Red

44-96%

Facts:

“Distracted” refers to the mechanic in play during a team attack when the enemy has been attacked by another player.

As the bonus is only proc’ed during distraction, the bonus is completely ineffective on defense.

Analysis:

+ The proc rate is extremely high relative to the damage output; The ‘double-tap’ bonus which gives a chance at hitting twice in a single turn (kind of close to double damage) only has a proc rate of 15-23% at yellow.

- A very niche bonus as it only applies during group attacks.

- This might be a useful faction armory weapon, passed around to members when making group attacks, but the limited use puts it relatively low on the list of weapons to own.


Synergies:

+ A useful weapon to have in a faction armory if team attacks are often used.

+ Combines well with buffs or enemy debuffs

-2x damage is a lot, but it won’t turn a bad weapon good. If this is on a pen knife or butterfly knife, with a damage rating of mid-thirties, you’re better off just using a DBK or Macana and doing attacks with a 65 damage rating 100% of the time.





Berserk

Increased damage (X%), but with a reduced (half X%) hit chance

Slashing

Yellow

20-35%

Orange

36-58%

Red

60-88%

Facts:

The reduced hit chance is half the increased damage. So if the bonus increases damage by 20%, it reduces hit chance by 10%.

Analysis:


+ A good option for increasing damage; lower hit chance can easily be overcome with cheap temps.

/ Since you are buffing one stat at the cost of another, this is not a terribly sought out bonus. But what is often overlooked is that there aren’t a lot of damage increasing bonuses for slashing weapons. There is no “assassinate” or “specialist” bonus for slashing weapons. Some of the other damage increasing bonuses available are wind-up (increased damage, but at the cost of one-turn), Fury (chance of hitting twice in a single turn; low proc rate), etc. So if you want to increase your slashing weapon damage, this is a perfectly valid option.

- Missing more is detrimental to damage (obviously). -Every miss is one less chance at getting a critical hit, and it causes less consistent results.

Synergies:


+ Combines well with buffs or enemy debuffs.

/ This needs to be on a good weapon. Low accuracy will make it even harder to hit, and low damage won’t benefit as much from the boost.





Bleed

Chance (X%) at causing “bleed” DOT effect, with damage ticks starting at 45% that of the damage dealt when proc occurs, and reducing to zero over 9 turns, for a total of 225%.

Shotgun, piercing, slashing

Yellow

20-30%

Orange

31-46%

Red

48-72%


Facts:

The bleed effect does not stack; if you hit the opponent and cause bleeding once, consequent procs reset the bonus.


Each damage tick is reduced by 5%. So the first tick does damage worth 45% of the original attack, while the second tick does 40%, third tick does 35%, etc.


Analysis:

+ Although the effect lasts for 9 turns, the damage is heavily front-loaded, meaning hitting constantly with this weapon is a valid strategy (as opposed to hitting once and letting the bleed run its course).

/ should be used sooner in the battle rather than later.

/ If used as a damage dealer, it is important to pay attention to the proccing hit. If bleed procs on a critical hit, you are better off leaving the bleed effect for a longer time, and vice versa.

Synergies:

+ Since the bleed effect deals damage based on the attack that proc’ed it, having a high rate of critical hits can make this bonus even better. (Mods, merits, etc.)

+ Eviscerate or other damage buffs will also work well, since the harder the initial hit, the higher the bleed damage. (Note that eviscerate does not affect the bleed damage itself; it only increases the damage of the initial hit which in turn will raise the amount of damage being bled).

+ Bleed is more effective the longer a battle is, both in terms of chance of proccing, and for the effect to last. I'd only recommend a yellow bleed if your fights last longer than 10 rounds and you hit at least 50% of the time.

/ For best results, a strong weapon with good dmg/acc is necessary. Proc rate for a yellow is between one every 4-5 hits. Ammo should be considered accordingly.






Blindside

Increased damage (X%) if target has full life

shotguns

Yellow

25-39%

Orange

40-62%

Red

63-97%

Facts:

Lower damage bonus than assassinate, but can be used after throwing a temp.

Higher damage bonus than specialist, but limited to activating it only once.

Analysis:

+ It can be used with temps, or other (non-damage dealing) debuffs.

+ If you miss, you can try for the bonus again, unlike assassinate.

- This bonus has limited usefulness during a RW since many targets are not usually at full health.

Synergies:

+ temps, damage dealing buffs

/ Must be on a strong weapon

- Doesn’t combine well with assassinate and ineffective with eviscerate.






Bloodlust

Life regenerated by (X%) of damage dealt

slashing

Yellow

10-12%

Orange

12-15%

Red

15-19%

Facts:

Note that the amount recovered is based on the amount of life lost by the enemy. For example, if you defeat an enemy by hitting them for 1,000 damage, but they only had 200 life left, the life regenerated is based on the 200 life.

The current max life is 12,870 (full marauder armor, merits, faction perks, mining corp.)

Alternatives to regaining health mid-fight are: the gas station special (10% chance on 20% health regeneration) and serotonin (25%).

Analysis:

+ This is a rather unique effect in that it is one of the few (if sub-optimal) ways to recover life mid-battle. It can help sustain you in a long fight and frustrate the opponent if you are continually recovering.

+ You can also use it to heal instead of raising your medical cooldown using meds. You just need to hit a high hit-point target that doesn’t damage you.

- This is usually very expensive, and not particularly useful for lower-level players where boosts to damage output in order to finish the fight sooner is often more useful than trying to sustain or stalemate.

- Also, 10% is not a whole lot, particularly at lower levels. If you hit a 4,000 health opponent,you’re only getting 400 life back.

Synergies:

+ Since life received is a % of damage dealt, buffs to damage are effective.

/Best if on a strong weapon






Comeback

Increased (X%) damage when brought below ¼ life.

Submachine guns

Yellow

50-70%

Orange

70-99%

Red

102-138%

Facts:

This bonus only applies when you get hit and fall under 25% hp; it will not proc if you simply start the battle below 25%.

Analysis:

+ Stronger when you have a high defense or dexterity and can last several rounds at ¼ life.

+ One of the highest damage boosting bonuses. It is as high as Assassinate, which only lasts for a single round, and it’s much stronger than powerful, specialist and deadeye.

- Can be countered by a person with an execute weapon and high speed.

- Only available on submachine guns, most of which are sub-par weapons.

Synergies:

+ Can be paired with Dune armor, which reduces damage received when under ¼ life.

/ Best when used on a strong weapon.






Conserve

Increase (%) of ammo conservation

Machine guns, rifles, submachine guns

Yellow

25-30%

Orange

30-37%

Red

38-49%

Facts:

Rounding of numbers with decimals apparently uses ‘stochastic rounding’ which means lower decimals have a higher chance of rounding down, and higher decimal numbers have a higher chance of rounding up, although the opposite may occur.

Weapons with Conserve include the bonus on the rate of fire. For example, an Ensfield usually has a rate of fire between 2-5. But on a weapon with conserve, the ROF is displayed as 1-4. (or 1-3 if you have a high percentage conserve). This does not, however, include further reductions to ammo spent via math education or the recoil pad.

Other ammo conservation bonuses are additive. So if you have a recoil pad (25% conservation) and a 25% Conserve RW weapon, you’ll be conserving 50%.


Analysis:

+ ROF is not a particularly exciting bonus, but the two advantages are less reloading, so more fighting and less special bullets used.

+ Can be useful on defense. Particularly if you are getting teamed up on and you end up using a lot of bullets.

- Unless this is paired with another bonus on the weapon you’re just shooting a vanilla weapon. It might be worth asking if being able to attack more with a vanilla weapon is more effective than using a weapon with a damage bonus.

->See comment section for further analysis on this bonus.


Synergies:

+ Can be used with a recoil pad and math edu to greatly reduce the number of bullets fired. (although it might be more prudent to use the weapon slot for a different attachment since you are getting diminishing returns)

/ Might be useful if your other weapon has the specialist bonus. The specialist bonus means it will only have one clip, which makes being able to fire a lot with your other weapon a good idea (unless you have a killer melee).

- You probably won’t pair this with a weapon that needs constant hits, like stat debuff weapons, or deadeye, expose, etc.






Cripple

(X%) chance on hit of debuffing the enemy passive dexterity by -25%

Heavy artillery, shotgun

Yellow

20-29%

Orange

29-41%

Red

43-63%

Facts:

As with other debuffs, it takes a damaging hit to proc.

The effect lasts for 5 minutes, and can stack up to three times for a total of -75%.

EDIT: Once three stacks are applied, the bonus will not trigger again, nor is it possible to refresh the times of the debuffs.

Debuffs on the enemy are based on the timer, and persist until the timer runs out or the enemy is sent to the hospital. (In which case the debuff goes away.)

Will only active once per ‘turn’ so if combined with effects that give you multiple attacks per turn, it only has a chance to proc once.

Facts:

+ It can be useful in a group attack where other people in the fight are having a hard time hitting the enemy.

+ You can use this bonus on a high accuracy (primary) shotgun, such as a Benelli M1 Tactical and switch to stronger, lower accuracy weapons after a couple stacks.

/ While there are other alternatives to debuffing the enemy’s dexterity (temps, group attacks, etc.), constantly shooting a shotgun at someone’s face isn’t the worst thing you can do.

-I don’t see why this is on heavy artillery weapons. Most have low accuracy and ammo capacity; both which make using it for the bonus practically useless.

-There are several shotguns with high accuracy, but low cartridge capacity. Proccing three stacks of the debuff will probably require at least a couple reloads unless you have good ammo conservation and once again, if you are hitting that often, perhaps reducing the enemy’s dexterity isn’t such a big priority.

Synergies:

+ Can be useful on a shotgun main and a Type 98 anti-tank secondary (with a different bonus). This allows for the shotgun to be used in earlier rounds to debuff the enemy which can help the low accuracy anti-tank weapon hit later in the fight.






Crusher

Increased head damage (X%)

Clubbing

Yellow

50-74%

Orange

75-108%

Red

114-171%

Facts:

There is roughly a 9% chance to hit the head; which leads to about 80% of all critical hits.

Hitting the head does 3.5x base damage, or 3.5x as much damage as an attack to an arm or leg.

Analysis:

+ The damage increase is high compared to other damage bonuses (although in line with other body-part specific bonuses, such as achilles, or throttle).

+ Doubling damage on high damage areas is more effective than on low damage areas. For example, if your attack on a foot does 100 damage, it doubles to 200. An attack on the head that does 350 doubles to 700.

+ Since the damage increase is so high, and 4/5 critical hits will land on the head, this turns out to be comparable to deadeye.

- Only available on clubbing weapons which don’t benefit from weapon mods or special ammo.

Syngergies:

+ Could pair with enemy debuffs well.

/ This requires a strong weapon; and there aren’t that many strong clubbing weapons. Metal nunchakus, or perhaps a flail if you have great speed could work.






Cupid

Increased heart damage (X%)

Rifles, shotguns, submachine guns, pistols, clubbing, piercing, slashing

Yellow

50-74%

Orange

75-111%

Red

113-168%

Facts:

There is roughly a 1.2% chance to hit the heart; making up only 1 in 10 critical hits.

Hitting the heart does 3.5x base damage, or 3.5x as much damage as an attack to an arm or leg.

Analysis:

+ The damage increase is high compared to other damage bonuses (although in line with other body-part specific bonuses, such as achilles, or throttle).

+ Doubling damage on high damage areas is more effective than on low damage areas. For example, if your attack on a foot does 100 damage, it doubles to 200. An attack on the heart that does 350 doubles to 700.

+ Spawns on most weapons, including guns which can be modded.

- The same damage bonus as crusher, with a much lower proc rate.

- At such a low proc rate, deadeye handily outdamages cupid.

Synergies:

/ Can be paired with weapon mods to increase critical hit chance, but you can’t increase the chance to hit the heart as opposed to the head.






Deadeye

Increased critical hit damage (X%)

Rifles, pistol, piercing

Yellow

25-45%

Orange

45-74%

Red

75-123%

Facts:

There are many debates about the best damage increasing bonuses, or whether deadeye (crit damage increase) is better than expose (crit rate increase) which are outside the scope of this guide.

What can be said is that deadeye is often listed high in damage builds, especially at orange or red ranges.

Analysis:

+ A good damage buff that scales up dramatically at higher rarities.

/ Not to dip in too far into the debate of deadeye vs. expose, but I think from the perspective of doing more damage at a lower rate, or doing less damage at a higher rate, expose lends itself to more consistency, less junk hits, and less overkill. Whereas deadeye scales better, can end battles faster, and is better for punching up.

Synergies:

+ Goes well with anything that increases critical hits, such as mods, merits, etc.

+ By extension, goes well with enemy debuffs to increase overall hit rate and damage.






Deadly

(X%) Chance of a “deadly” hit (+500% damage)

Shotguns

Yellow

2-3%

Orange

4-6%

Red

7-10%

Facts:

A good way to get the “Annihilation” honor (deal 15,000 damage in one hit).

Analysis:

+ It can be a fun weapon to have on defense, when you are often attacked by people stronger than you. It can serve as a nasty surprise and if you are likely to lose anyways, hoping for a 2-3% proc while not a winning strategy, is better than nothing.

- The problem of a low proc rate is compounded by the fact that the bonus is useful only in select situations. Probably not when enemies are coming out of the hospital, not when you have to defeat a low-level opponent, and not as the last hit of a battle which could lead to wasted damage in overkill.

Synergies:

+ Using piercing bullets would help because if the deadly hit is on a heavily armored part of the body, the armor would mitigate a large chunk of the additional damage.

/ This needs to be on a good weapon, because it needs to hit, and multiplying low damage is not effective.





Disarm

Disables opponents weapon for (X) turns upon hitting their hand or arm.

Rifles, pistols, clubbing, piercing, slashing

Yellow

3-5 turns

Orange

5-9 turns

Red

9-15 turns

Facts:

The chance of hitting a hand or arm is about 17.6%.

Will not work on the first turn of an attacking fight. >Will now proc on the first round via patch 440, (7/7/26) Patch list #440 : Attack logs 2.0, New level 8 chain scenario, …

If you disarm a person for three turns and the fight ends, the effect does not carry over to the next fight. (There is a current bug where disarm carries over to the next fight regularly, even though it’s not supposed to).

Does not proc on 0 damage hits

Does not proc on additional attacks granted by fury/rage/double shot.

In group fights, if you disarm the opponent, they will only be disarmed when fighting against you; they will still be able to use the disarmed weapon against others.  -->UPDATE: if you disarm an opponent, they will be disarmed for other players as well! And as a side note, the enemy doesn't have to attack for the disarm counter to go down. So if the enemy is stunned, or has their turn skipped (as in the Aggression mechanic in team fights), the disarm counter still goes down.


Analysis:

+ This can be useful on attacks in the case that the enemy sets one weapon to 100% and everything else to 0 causing them to punch while they are disarmed.

+ Can be similarly devastating if the enemy is heavily reliant on one strong weapon, or if they have a specialist weapon that’s run out of ammo.

+ This can also be useful on defense to stall damage, where a stalemate is considered a win for the defender.

 

+ Many people point out that this weapon is especially good for Duke missions (along with parry) because most targets have run out of ammo, so their only weapon is a melee.

+ Has been touted as a good defensive weapon during the Halloween event, because people don’t want their ‘spooky weapon’ to be disarmed- thus denying them the 10% bonus of treat drops.


Synergies:

+ Can work well with enemy debuffs, especially on defense

/ This really needs to be on a good weapon to be useful. Since it has a low chance of proc’ing, you will probably need to make several attacks with the weapon. If the bonus is on a weapon with a 25-damage rating, and you use that weapon for 4 turns trying to hit an arm, you’ve wasted a lot of damage potential.

/ If you really want to disarm the enemy, it is possible to unequip critical hit rate mods to increase the amount of times you hit the enemy’s arms. Whether the tradeoff is worth it or not depends on your strategy.






Double-Edged

(X%) chance of double damage at the cost of self-injury.

slashing

Yellow

10-16%

Orange

16-23%

Red

25-40%


Facts:

The amount of self-damage is equal to 25% of damage dealt.

The bonus can’t kill you.

This weapon is a good way to get the survivalist merit, which is to win an attack with only 1% life remaining. (Since the weapon won’t kill you, if you use it when you are low on health and the weapon procs and defeats the enemy, the damage to you will bring you down to 1% but won’t kill you.

Self-damage is a percentage of damage dealt. If you attack the enemy and deal 1000 damage, but they only have 60 life left, the damage you receive will be 15, and not 250.

I recently did an attack against an opponent that procc'ed this bonus and the damage had exceeded the opponent's max hit points. The self-inflicted damage was proprotionate to the full damage of the attack, overkill damage and all.


Analysis:

+ There are limited options for increasing damage on slashing weapons.

+ This weapon is most effective when fighting someone stronger than you. In which case, taking ¼ the damage of your attack, while not ideal, can be tolerable. If you consider that attacking the enemy twice opens you up to two enemy attacks, doing double damage on one attack and taking one enemy attack plus ¼ your attack (which is probably weaker than your enemies hits) can be a fair tradeoff.

/ Before everyone flames me, I’m not saying that this is a particularly good bonus. I realize it is dead last on a lot of people’s lists for various (and valid) reasons. So that might be another thing to keep in mind if you are considering getting a weapon with this bonus.

- Fury has the same proc rate, and it has a similar effect, without the self-damage.

- Exchanging life for an increase in damage seems foolish since you can increase damage without hurting yourself, via ‘berserk’ (the ‘cost’ is a reduction in hit chance).

- Practically speaking, you wouldn’t use this bonus on an enemy weaker than yourself; you could end up losing a large amount of health in a fight where you normally wouldn’t have taken any damage.

Synergies:

/ Since the purpose is to create more damage, a strong weapon is necessary to make use of this bonus.






Double Tap

(X%) Chance at hitting twice in a single turn.

pistols

Yellow

15-24%

Orange

24-36%

Red

38-57%


Facts:

If this weapon has a double bonus and there are two hits made, only the first hit will proc various debuffs, etc. All non-passive bonuses can only hit on the first attack.

Similar to Fury, which is only available on melee weapons, but with a higher proc rate.

Ammo is used for both hits, and in cases where you don’t have enough ammo for the second hit, the hit does not go through.

Works with assassinate to boost damage for both hits.

 

Can proc a second attack even on misses.


Analysis:

/ A decent damage bonus, but since it is exclusive to pistols, I think it’s worth addressing that there aren’t a lot of times where you will look to make your pistol your main damage dealer.


Synergies:

+ Mods and merits that buff critical hit rate make this bonus better.

/ This would have to be on a good weapon to make it worthwhile.

 

- A weapon like a Cobra Derringer is terrible with this bonus. The Derringer has a rate of fire of 1-2, but only holds 2 bullets per clip. So your first attack has a 50% chance of firing 1 bullet, and 50% chance of firing 2. If the gun fires 2 bullets, you are out of bullets, and the bonus won't proc. And assuming you only shot 1 bullet in the first round of attacking, the second round you are guaranteed to run out of bullets.

Japanese blades = Jpn blades? · · 27 likes

Honestly, I’m loathe to write about the subject (and the flood of negative karma that's going to come), but it’s been on my mind almost since the start of playing this game.

Many people refer to Japanese blades as “Jap blades” or “Jap swords.” I perfectly understand that there is no malice or ill-intention when people write it and so have largely just brushed it off.


But in many parts of the world, “Jap” is considered a derogatory term. I don’t want this to devolve into a huge argument about history or whatever. And if you want to continue to use it, by all means do whatever makes you happy. I’m not trying to police or go on some holy crusade. This is just for those that are unaware that in the international community, it is by and large considered a pejorative term. For those looking for a replacement, Jpn is what is used in the Olympics.

I happen to live in a place where it is considered offensive so it is always particularly jarring for me to see it in print.

Anyways, nothing else to see here, hope everyone has a great day, and sorry for the unsolicited PSA!

Bonus Damage Calculator · · 25 likes

Bonus damage calculator

https://busta-chrymes-damage-bonus-calculator.base44.app

 

 

I made a weapon bonus damage calculator to make comparing two ranked weapons easier. I made it in order to answer questions like:

 

Which does more damage? 53.45 damage with 17% powerful, or a 51.39 damage weapon with 20% penetrate (when the opponent has armor 45.00)? -The answer is the 17% powerful weapon~(And before anyone says anything, yes, a regular Armalite is better than both of those).

 

I tried to make the page as simple as possible, so while it would have been possible to make separate calculations for each type of bonus, if you use the site creatively, you can still figure things out on your own. For example, if you take the previous 17% powerful weapon and the 20% penetrate, I left in the total damage without mitigation. This will show you how much the damage will be if you hit a spot that is not covered by armor. (Which in turn allows you to calculate for puncture).

 

The site is of course free, and you don’t have to put API numbers or anything else in. It’s simply a calculator, so you just input numbers in boxes and you get the answer.

 

 

Here’s an example of two weapons, taken from TornW3b, Weaver’s excellent site: https://weav3r.dev/

 

 

 


 

 

 

Here are the two weapons, with a vanilla Armalite thrown in. As you can see, the penetrate is slightly stronger. But only by about 50 damage points. And both are a good bit stronger than the Armalite. You can also see which special bullets would be most effective.

 

 


 

There’s also a nifty little dude at the bottom which shows damage and default hit percent chance.

 


(Note that this damage is all based off of the weapon stats you input, and won’t accommodate for critical hit merits, and body part specific bonuses like: extra throat damage, achilles bonus, etc.)

 

I made this site as a companion to my RW weapon bonus reference guide:

RW Weapon Bonuses Reference Guide | Tutorials & Guides | TORN

to help people find the weapons that they like. I’m planning a hit percentage calculator so you can calculate between different weapons and quicken bonuses, but it’s taking a while.

Finally, this is a very simple tool meant to make easy calculations to figure out which weapon works best for you. It is not a battle simulator, nor does it account for all the things that get included when considering damage, weapons and armor. It is simply meant to help identify which weapons are better than others.

 

Hope someone finds this useful!

. · · 11 likes

How about you send me $100m and I'll put it in my bank, and I'll give you a part of the profit?

 

Does that sound like a terrible idea? - It is; because you have no guarantee that I won't take the money and run. And that's exactly what you're proposing.

 

Your account is only 44 days old. What's to say you don't get bored and quit in a few more days? What's to prevent you from putting all the money on a hand of blackjack and if you lose you just create a new account, and if you win, return the money?

 

It's not a bad idea by any means, but trying to solicit random people to send you money is not going to work. Get someone from your faction to pay in, if they trust you that much. And if they don't, then why should anyone else?

 

I can answer any question you may have about Torn. · · 9 likes

I'm interested in buying the orange revitalize for $110m.

Recent archived posts

Point price spike in Nov ·

Just off speculation, but I don't think it'll be quite as dramatic as previous years. The keepsakes were introduced a few years ago, causing a scramble for points. But now that it has been going on for several years, many people are already anticipating the release and buying points ahead of time, either to get the keepsakes or capitalize on the spike.

Need help in my Mission · · 1 like

Just copy the mission text, then go to your target (Jocus199)'s profile page. Go to the button next to the attack button (the picture is of an envelope). For the body of the message, just paste the mission text and then send. Probably the main thing people make a mistake about is that you need to send them the mail message. Not a text chat.

 

arsons failing at 99%? · · 1 like

I do the same for every target😱 For the insurance claim ones or under x% ones I just do 1 hydrogen and lighter.

 

Do you use a different approach for each target? how about 5flame medical center 100%?

arsons failing at 99%? ·

Now I'm interested in what other people use for 5 flame targets. I usually use 6 cans of gas, 1 thermite, and 2 hydrogen with flame thrower. it'll clear most targets 100% except for the one where the fire department comes super fast.

assault full set or assault with riot head or riot full set. · · 1 like

If your opponent is using guns, then a full assault set actually does better than an assault set with riot in terms of actual defense. So if you initiate the attack and can wait 15 seconds for their pepper spray to wear off, that's actually the best way to do maximum damage and gain maximum defense. However, if you can't wait 15 seconds, or if you are the one being attacked, a riot helmet would probably be better as a dex main.

Advanced Mechanics - Shot Placement within a body part? ·

https://wiki.torn.com/wiki/Attack#The_Player_Model

 

Each body part has a %chance of being hit. You can see the exact percent in the wiki.

 

As critical hit chance goes up, it lowers the chance of all other body parts proportionately.

 

edit: sorry, misread the question😱🙇🏻

can you counter pepper spray? ·

From what I read on the forums, homerun started off pretty strong but then it got nerfed. If I remember right, originally all you had to do was have it in your loadout and it'd automatically deflect temps; you didn't have to swing it. I think it deflected needles as well before the nerf. But it's been a while since I've read about it so I apologize if I'm wrong.

Example war assist loadouts · · 1 like

Pretty much as WhackedMaki said, but I'll add a bit.

If your damage will be minimal, then debuffs and cattleprod work best. I think most debuffs require landing a damaging hit though, so if you can't do damage, a lot of them won't make a difference. The rank order I would put it in is:

Eviscerate

execute

slow/cripple/weaken/wither

disarm

stun/paralyze/suppress

cattleprod

parry

 

But that's just my opinion~

Double Edge Bonus · · 1 like

It's a pretty awful bonus. You don't want to use it on weaker enemies. This makes it horrible for defense and team attacks because you might accidentally do crazy damage against a weak opponent, half-killing yourself in the process. And the self-damage does not stop at overkill. so if your opponent has 100 life, and you proc the bonus and do a 4000 damage hit, you will be self-damaged for the full 1000 life.

It basically has the same proc rate as Fury, which gives you X% chance at doing two attacks. There are advantages and disadvantages of fury, such as that the second attack might miss, or it might be a foot hit or whatever. But on the flip side, it has a chance on proc'ing on misses, and of course you aren't doing self-damage as well.

 

Doouble-edged is only useful in very rare cases. Such as when you have far superior defense/dexterity and are not worried about getting hit by the opponent, while simultaneously wanting to increase your damage. Or maybe when your opponent is a glass cannon and they will do crazy damage to you, so you want to put in as much damage as possible before they get off a lucky shot.

Tips on what weapon upgrade to go for, please ·

Oh, I see. Well, without knowing your build, what opponents you fight, what mods you have, etc. etc. I'd say to get a weapon with "powerful".


I'd recommend specialist in that it's more cost efficient, but I don't know if you have the brake pad, or how long your fights go.

I'd recommend penetrate, but I don't know if your opponents actually have armor that's worth penetrating, but my guess is that it isn't.

I'd recommend quicken, in the case that you have a problem landing hits.

 

Did that answer your question?

Tips on what weapon upgrade to go for, please · · 6 likes

Not sure why you'd downvote my previous post, and I'm sure if you don't like the short version, you won't like the long version. But since this is Q&A and people are just trying to be helpful and give good advice, I'll put up the longer explanation in case it helps anyone else with the same question.

The main reason people dissuade others from buying RW weapons early on is because as I mentioned, it will only increase your damage by about 10% if you buy a cheaper weapon. Or if you fall into the trap of getting a good bonus but on a bad base, you will actually do less damage than a non-RW weapon.

Here's a simplified version of how damage works:

Your strength is put into an equation that spits out your raw base damage. Obviously, the higher your strength, the more damage you do. (Check the wiki if you want the exact formula).

Your strength is then matched up with your opponent's defense. If their defense matches your strength exactly, they will mitigate 50% of the damage.

 

So for example, if you have 10k strength, your raw base damage (on a head shot) is 174. If the opponent has 10k def, they will mitigate 50% meaning, your damage will then be halved.


Then weapon damage rating is accounted for. Your weapon damage rating is a multiplier of damage. So if the weapon has a dmg rating of 70.00, it will multiply your raw damage by 7x.

You then add all your damage bonuses together and multiply it into that number. You put the appropriate multipliers based on the location of the attack (look at the wiki for this) and then your opponent's armor rating mitigates that percent of damage. A 35.00 rating armor blocks 35% of the damage.

 

The reason I'm saying all this is that weapon bonuses such as powerful increase your damage by 17% or whatever. But if your base is weak (like a ruger) the weapon multiplier will be much smaller, causing overall less damage than a regular weapon.

 

Let's check the math. if you do 100 damage, and you have a 45.00 damage rating weapon, your attack will do 450. Multiply that by 17% and you get 526.

Compare that to if you have a 70 damage rating weapon with no bonus, and you'd do 700 damage.

 

The 'powerful' bonus on an Armalite costs more than $120m. So if you are only spending $120m, you'd have to get a weaker weapon with the bonus. If you're lucky it'll do more damage than a regular Armalite, but if so it'll only be by a few percent, which is why I gave the number of an increase damage of 10%.

 

The quickest shortcut is to multiply the damage bonus by the weapon rating and imagine you have a weapon of that rating. So if you have a weapon with 60.00 damage rating and a 17% powerful bonus, multiply 60.00 with 1.17. You get 70.2, so just picture your gun is that strong, when comparing it with other weapons.

 

 

Next, the reason a disarm won't help you win battles is because it is only useful under special circumstances. If you disarm a person that is using an armalite, they can't use it for 3-5 turns, but they instead use a diamond bladed knife which will do almost as much damage. So what's the difference? Disarm only disarms the weapon they used last turn, it doesn't disarm the whole weapon loadout. If you get lucky and proc 2 disarms in a row they might be stuck with a subpar sidearm. But the chances of that happening are slim, since the chance of hitting an arm or hand is 17.6%, and less if you have higher critical hit.

 

RW weapons are fun to use and add an element of strategy to a fight. And they can definitely swing fights your way. But people often buy them thinking if they have a better weapon they can take on a level 100 player, when in reality, you are hard limited by your stats. If you don't have strength, you won't do enough base damage, and if the opponent has more def than your str, they will mitigate more damage.

 

So if you want to buy a weapon, check out a bonus guide, or bonus weapon ranking guide. Just don't expect the weapon to perform miracles.

edit: spelling, clarity

Tips on what weapon upgrade to go for, please · · 3 likes

Realistically, for $120m, you can only expect maybe a 10% increase in your overall damage output. So go to an attack log where you lost, look at the summary at the side that shows your total damage and their total damage, and ask yourself if 10% would've swung the fight the other way. If you had 1000 damage on them, would 1100 damage have made a difference? If not, you either need to spend more on a better weapon to get better results, or as everyone else mentions, focus on increasing stats and play the long game.

MikePence's Advanced Weapons Ranking · · 1 like

Interesting, but you're going to need a lot more than 1600 simulations for accuracy. It surprised me, but I built a simulator as well and you need at least 10k simulations to get consistent results. I know you said that as the weapons get better, you run more simulations but you might have to up that number a bit more.

Deadly vs finale · · 1 like

yeh

Deadly vs finale · · 1 like

the deadly weapon, if it's 4% or greater.

 

finale 17*24= 408% increase. 90.47*408%=369.11.

 

deadly 500%*80=400

 

Finale is guaranteed to give the bonus, although your attack might miss. In a pinch, you can use it on your 20th turn or whatever, depending on the situation.

 

Deadly is not guaranteed to proc, even if it statistically should. But it can proc on the first round which is way better than the 25th. It can also possibly proc twice or more in the same fight if you are lucky. but 0 procs if you are unlucky.

 

 

How do these weapon bonuses work · · 3 likes

You can't shoot 0 bullets since that wouldn't make any sense. But here's a good post about the ammo system:

RW Weapon bonus questions | Questions & Answers | TORN

 

Additionally, you can check out this guide for weapon bonuses; it'll answer a lot of your questions:
RW Weapon Bonuses Reference Guide | Tutorials & Guides | TORN

 

 

RW weapon selection and use [cake] Keep updated ·

As I mentioned before, the math for your penetration bonus is still wrong. It wouldn't be a huge deal, but you're a weapons dealer. I showed my math with this example:

Your claim: If the opponent has 35 armor rating or higher, the damage increase is greater than the % of the bonus.

However,

If you do 100 damage, and the opponent has an armor rating of 40, your attack will end up doing 60 damage. (40 armor rating reduces dmg by 40%).

 

With a 25% penetrate bonus, you will ignore 25% of their armor. So armor rating 40 would drop down to 30. So your attack of 100 dmg will now do 70 damage.

 

But increasing your damage from 60 to 70 is only about a 16.6% increase.

 

I don't believe you are intentionally trying to make the bonus stronger than it seems in order to sell at a higher price, but I think you should correct the information on the page so people don't buy a weapon from you thinking it'll have a higher damage increase than it actually does.

How do these weapon bonuses work · · 1 like

Yes both shots require ammo~ If you don't have the ammo to make a shot, it won't proc. This is what makes double tap on a Cobra Derringer practically useless.

Cobra Derringer, 1-2 ammo used per round, clip size 2.

Scenario 1:
Shot 1: Uses 2 ammo, won't proc.

Scenario 2:
Shot 1: Uses 1 ammo, has x% chance to proc.

And of course the proc won't reload your gun.

How do these weapon bonuses work · · 1 like



You can see the icon for the fury proc, as well as the consecutive strikes~
Fury can definitely proc on a miss, and I'm assuming the other bonuses are the same.

 

As for weapon bonuses, all the percentages are added together. It looks like this:

 


You can see the percentage from 'effects' (eviscerate) and the 21% damage from weapon is powerful. If the weapon had powerful and specialist, it would all be listed, and the sum of the total percent is your final damage bonus.

How do these weapon bonuses work · · 2 likes

Couple things. If I recall correctly, double tap, fury and rage can all proc on a miss. So you can miss the first attack and it still has a chance to trigger a second (or more) attack. I'll have to check my logs to give you proof, but I'm 90% sure that's how it works.

 

Focus does not give you an additive +15% hit chance. So if you had a 1% chance to hit and you miss, the next turn, you don't get 16% chance. You get an additional 15% of the 1%. So a 1.15% hit chance. But you're right that it resets if you make a hit.

 

Eviscerate gives a debuff to the enemy. They take an x% increase in damage. Once the opponent gets the debuff, it stays on them for 3-5 minutes. Anyone who attacks them will have their damage increased. It does not stack. But it is guaranteed to proc. So if you attack someone and do a damaging hit, it will automatically apply the debuff on the person. The damage for that attack is not buffed, because they didn't have the debuff on them yet. Any subsequent attacks will have increased damage. If you miss your first attack, but land your second attack, it will proc then. It's not like assassinate or anything where you NEED to do it on your first turn. People simply recommend using it first, because it will buff all your subsequent attacks.